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Posted (edited)

I'm at the quest where horse race with the thief happens. The thief is on his horse. Once I approach him and he bolts off, the game crashes. Is there a way to skip this horse race or to prevent the crash? I had one lucky instance when it didn't instantly crash and I could control the horse, but weirdly my character was not on the horse. I chased the thief for a moment, and then it crashed after twenty seconds or so.

 

I'm using latest SE version.

 

EDIT: Never mind. I managed to fix the crash by removing SexLab P+ and my animation mods.

Edited by annika
Posted
On 4/29/2026 at 12:38 PM, pyoh1350 said:

Do you know that the Dogma mod, oddly enough, ends up breaking the movement paths of NPCs in Riverwood?

That’s why, if you check my previous post, you’ll see that I mentioned there was a fix mod - namely SkyFix SE - Riverwood Redeveloped.

 

Using this mod fully restores the previously broken movement paths of NPCs in Riverwood. However, this mod also has an issue: it adds too many buildings and objects, which causes a significant drop in game performance (FPS).

Some users who have installed a lot of building-related retexture mods even report that the FPS drop is worse than in Whiterun.

 

So I modified and optimized this mod myself. I removed most of the added structures and objects, keeping only the part that restores the rough Riverwood walls in line with the mod’s original intent.

As a result, the NPC movement paths now work perfectly, and the FPS drop has been minimized.

 

Even aside from the Dogma mod, there are surprisingly many unrelated mods that end up breaking the NPC movement paths in Riverwood.

The solution is simple: just place this mod below the others in your load order so it overwrites them, and the issue will be completely resolved.

 

My modified version also fixes several inherent bugs found in SkyFix SE - Riverwood Redeveloped.

 

File contents:

1. Riverwood Redeveloped SE.ESP - this is the original mod that I personally modified.

2. Occ_Skyrim_SkyFix-Riverwood_patch.ESP - this is an eFPS patch for the mod. You can place it below the main file in your load order, and it also requires the original eFPS mod. However, the performance improvement isn’t very noticeable, so whether you use it or not is up to you.

 

Since this mod modifies a town, it works best if you rebuild using DynDOLOD. However, even without it, there shouldn’t be any major issues. You may notice a minor glitch where buildings briefly flicker when you step outside the town.

 

Since Riverwood is the first town most players visit, this mod will likely be essential for a better experience.

unfortunately, I don’t know how to modify LE, so I wasn’t able to port it to an LE version.

 

**This mod does not work properly on existing save files where NPC movement paths are already broken. To fully restore the NPC movement paths, you need to create a new character and start a new game.

 

Riverwood Redeveloped SE 1_2.7z 180.42 kB · 2 downloads

Thank you so much for your help!

This issue was really bothering me for quite a while, and your explanation and suggestions helped a lot. I really appreciate you taking the time to look into it.

Posted (edited)
On 4/29/2026 at 1:38 PM, pyoh1350 said:

Do you know that the Dogma mod, oddly enough, ends up breaking the movement paths of NPCs in Riverwood?

That’s why, if you check my previous post, you’ll see that I mentioned there was a fix mod - namely SkyFix SE - Riverwood Redeveloped.

 

Using this mod fully restores the previously broken movement paths of NPCs in Riverwood. However, this mod also has an issue: it adds too many buildings and objects, which causes a significant drop in game performance (FPS).

Some users who have installed a lot of building-related retexture mods even report that the FPS drop is worse than in Whiterun.

 

So I modified and optimized this mod myself. I removed most of the added structures and objects, keeping only the part that restores the rough Riverwood walls in line with the mod’s original intent.

As a result, the NPC movement paths now work perfectly, and the FPS drop has been minimized.

 

Even aside from the Dogma mod, there are surprisingly many unrelated mods that end up breaking the NPC movement paths in Riverwood.

The solution is simple: just place this mod below the others in your load order so it overwrites them, and the issue will be completely resolved.

 

My modified version also fixes several inherent bugs found in SkyFix SE - Riverwood Redeveloped.

 

File contents:

1. Riverwood Redeveloped SE.ESP - this is the original mod that I personally modified.

2. Occ_Skyrim_SkyFix-Riverwood_patch.ESP - this is an eFPS patch for the mod. You can place it below the main file in your load order, and it also requires the original eFPS mod. However, the performance improvement isn’t very noticeable, so whether you use it or not is up to you.

 

Since this mod modifies a town, it works best if you rebuild using DynDOLOD. However, even without it, there shouldn’t be any major issues. You may notice a minor glitch where buildings briefly flicker when you step outside the town.

 

Since Riverwood is the first town most players visit, this mod will likely be essential for a better experience.

unfortunately, I don’t know how to modify LE, so I wasn’t able to port it to an LE version.

 

**This mod does not work properly on existing save files where NPC movement paths are already broken. To fully restore the NPC movement paths, you need to create a new character and start a new game.

 

 

 

I created an eFPS - Exterior FPS Boost patch mod for the Silent Wood village in Dogma mod.

Frame rates in Silent Wood tend to fluctuate heavily because there are too many objects packed into a small area.

 

That’s why an eFPS - Exterior FPS Boost patch is really needed for this area, but since no one had made one, I decided to create it myself.

 

The basic idea behind the eFPS - Exterior FPS Boost mod is to place invisible “planeMarker” walls that prevent the game from rendering anything beyond them. When placed on the ground, they block things like plant roots, building supports, and underground terrain from being rendered, which helps improve performance. To be honest, I don’t fully understand all the technical details myself.

However, I followed the mod author’s manual, and after several rounds of testing, I was able to confirm that it works reliably.

 

Since Silent Wood is located on a hill, I placed the planeMarkers so they’re exposed in the air like fortress walls surrounding the area.

Because of that, you might notice some slight flickering when you’re near the village, but the frame rate is definitely much more stable. More importantly, it eliminates the severe frame drops and fluctuations around the area.

I also placed several planeMarkers beneath the ground inside the village, so performance there is noticeably more stable as well.

 

It’s not a magical, dramatic boost, but depending on your system, you can expect around a 10–20 FPS improvement.

 

Requirements - https://www.nexusmods.com/skyrimspecialedition/mods/54907?tab=description

 

Main File - Occ_Dogma_SilentWood.7z

 

***Now enjoy a smoother experience in Silent Wood village!***

 

ps) Also, I’m reuploading my version of the SkyFix_Riverwood Redeveloped SE mod, since one of the planeMarkers I previously placed was exposed above ground and caused a building flickering bug.

 

Unfortunately, I wasn’t able to make LE version since I don’t know how to work with it.

 

***Update: This is the final version of Silent Wood, v6. Optimization isn’t easy.

 

***Update: Occ Skyrim Dogma_Silent Wood_Extreme ways.7z → I used a somewhat extreme optimization method. I placed invisible barriers around Torvi’s house that don’t affect NPC pathing, in order to limit rendering. It’s similar to how other games use narrow wall gaps to control rendering.

This mod is worth trying if you’re running very high-resolution texture replacers and using high-quality settings in Community Shaders, and need a workaround to maintain performance.

***v3 Update Further improved FPS performance. This is also the final version.

 

SkyFix_Riverwood Redeveloped SE.7z

 

 

 

 

 

 

 

 

 

Occ_Dogma_SilentWood_v7.7z Occ Skyrim Dogma_Silent Wood_Extreme ways_v4.7z

Edited by pyoh1350
Posted
9 hours ago, pyoh1350 said:

 

I created an eFPS - Exterior FPS Boost patch mod for the Silent Wood village in Dogma mod.

Frame rates in Silent Wood tend to fluctuate heavily because there are too many objects packed into a small area.

 

That’s why an eFPS - Exterior FPS Boost patch is really needed for this area, but since no one had made one, I decided to create it myself.

 

The basic idea behind the eFPS - Exterior FPS Boost mod is to place invisible “planeMarker” walls that prevent the game from rendering anything beyond them. When placed on the ground, they block things like plant roots, building supports, and underground terrain from being rendered, which helps improve performance. To be honest, I don’t fully understand all the technical details myself.

However, I followed the mod author’s manual, and after several rounds of testing, I was able to confirm that it works reliably.

 

Since Silent Wood is located on a hill, I placed the planeMarkers so they’re exposed in the air like fortress walls surrounding the area.

Because of that, you might notice some slight flickering when you’re near the village, but the frame rate is definitely much more stable. More importantly, it eliminates the severe frame drops and fluctuations around the area.

I also placed several planeMarkers beneath the ground inside the village, so performance there is noticeably more stable as well.

 

It’s not a magical, dramatic boost, but depending on your system, you can expect around a 10–20 FPS improvement.

 

Requirements - https://www.nexusmods.com/skyrimspecialedition/mods/54907?tab=description

 

Main File - Occ_Dogma_SilentWood.7z

 

***Now enjoy a smoother experience in Silent Wood village!***

 

ps) Also, I’m reuploading my version of the SkyFix_Riverwood Redeveloped SE mod, since one of the planeMarkers I previously placed was exposed above ground and caused a building flickering bug.

 

Unfortunately, I wasn’t able to make LE version since I don’t know how to work with it.

Occ_Dogma_SilentWood.7z 29.55 kB · 1 download SkyFix_Riverwood Redeveloped SE.7z 180.2 kB · 1 download

 

thank you for all your mods!

Posted

can't find jona in New Ginisis.When i teleport jona to me through modex, i got nothing but jona's quest mark. if i get a copy of jona, she wont react to the quest.

Game version AE. I m still checking my modlist to make sure that nothing changed NGSS.

Posted
11 hours ago, fejouh said:

can't find jona in New Ginisis.When i teleport jona to me through modex, i got nothing but jona's quest mark. if i get a copy of jona, she wont react to the quest.

Game version AE. I m still checking my modlist to make sure that nothing changed NGSS.

 

The quest target marker appears whether the target is enabled or not.  The NPC record is present and loaded, but the 3D remains unloaded and all interactions are turned off (collision, activate, AI, etc.)

Making a copy of an actor usually does nothing, because the dialogs are assigned to the actor by quest alias, not to the actor base.  You can modify the quest alias data via the console to point to the new copy, but in this case that's a very unnecessary option.

What you actually want to do is find the formID of the original Jona ACHR, and simply enable her.  She should appear and immediately sit down at the table.

Posted

I WAITED ALMOST 40 MINUTES FOR THE FIRST LEG OF THE CART RIDE to end but it didnt, my first clue something was wrong was the horse left without the cart, i had to close the game and go to sleep!

Posted (edited)
On 4/1/2026 at 8:05 PM, pyoh1350 said:

I have ported the Dogma Thief 1.9.2.4 mod to Form 44.

The Form 44 version is the standard format used in SE/AE.

 

The existing Form 43 version also works fine in SE/AE. However, things like parallax retexture mods do not function properly.

For example, mods like the “Vanilla Complex Parallax” series.

https://www.nexusmods.com/skyrimspecialedition/mods/113873?tab=description 

Parallax mods of this type do not function properly. In fact, I didn’t expect that parallax mods would fail to work correctly because of a Form 43 mod.

 

Additionally, converting to Form 44 may help reduce script lag.

 

*However, if you switch to Form 44, you’ll need to start a new game and create your character from scratch. Existing save files cannot be used.*

 

Anyway, I’m uploading these files for those who find it difficult to convert to Form 44. As an option, I’ve also converted the Dogma sub-patch mods to Form 44.

 

**But why has no one ported it to Form 44 until now? That’s a mystery. There are no issues with gameplay even after porting.**

 

 

 

 

File Description---------------------------------------------------------------------------------------------------------------------------

 

***Dogma Thief 1.9.2.4_Form 44.7z ---> main file

 

option esp

1.Dogma Fixes - Common.7z ---> 
**Requirements SOS light and Tempered Skins for Males - Vanilla and SOS versions(sos light skin)
  This is the male skin mod for Skyrim that pairs best with the Dogma mod.
  If you're using a different male skin mod, it's recommended to either avoid using this mod or switch to this one.

*sos light -->

 

 

2.Thief Extras - Custom Wench.7z --->
**You need the 3BA skin mod in order to use this mod.
  If you are using a different female skin mod, you can either not use this mod, or replace the contents of this mod to match your own skin mod.

 

3.Dogma Fixes - No Cart WE.7z --->
**This mod converts the original Dogma Fixes - No Cart WE.esp to Form 44.
  According to the mod description, this mod disables world events during specific events. It is a required mod.
  
4.Thief Fixes - STFU Narri.7z --->
**This mod converts the original Thief Fixes - STFU Narri.esp to Form 44.
  According to the mod description, this mod reduces the dialogue of an inn NPC in Falkreath.
  
5.MyTPC_SE.7z --->
**MyTPC_SE.esp is essentially a dedicated camera mod for Dogma, and it works perfectly as a Dogma-style camera. If used together with the 3PCO – 3rd Person Camera Overhaul mod, the overall quality becomes much better. They are fully compatible and can be used together.

 

dogma 1.9.2.4_SE_AE_form 44.txt 1.72 kB · 23 downloads

 

I previously shared several add-on files for Dogma mods, and I’ve now added three more add-on mods here.

 

File contents

 

1. Dogma Physics Tongue.7z --> This is an add-on mod I uploaded before; it replaces the tongue used in the Dogma mod with a physics-based tongue.

It was made based on the 3BA body, but other body types can work as well; if the position is off, you can adjust it manually using BodySlide.

 

2. Dogma AllRaceHeight 1.3.7z --> This mod sets the height of all races in Skyrim to 1.03 to ensure proper male-female animation matching during Dogma event scenes. Since the animations match best at a height of 1.03, it’s recommended to use this setting. You can enable or disable it at any time during gameplay, and it has little to no impact on your save file.

 

3. Dogma Anim Replacement.7z --> This replaces three animations: 'idletake.hkx' (item receiving), as well as the shoe removal and helmet removal animations. It’s a simple file replacement, so you can enable or disable it at any time.

 

 

Dogma Extras3.7z

Edited by pyoh1350
Posted (edited)

I'm going to guess the silentwood villiage is completely bugged or something, i barely managed to get the friends to carry on their sentence (after manually forwarding the queststage) but then knocking on the gate locks me into place and regardless of what i do or however many stages i advance it'll keep teleporting me out

 

I do have a heavy modlist but everything till the point worked "fine" aside from a little prodding once or twice

 

Is there any patch i'm missing on this, despite the shortcomings i'm enjoying the mod just a shame to miss out

 

Edit: turns out i can just start a new game then skip to it, there's no pauses or anything because of it only slight snags on terrain which can be sorted by moveto

Edited by friendlygaint
Posted
On 5/2/2026 at 8:07 AM, pyoh1350 said:

 

I created an eFPS - Exterior FPS Boost patch mod for the Silent Wood village in Dogma mod.

Frame rates in Silent Wood tend to fluctuate heavily because there are too many objects packed into a small area.

 

That’s why an eFPS - Exterior FPS Boost patch is really needed for this area, but since no one had made one, I decided to create it myself.

 

The basic idea behind the eFPS - Exterior FPS Boost mod is to place invisible “planeMarker” walls that prevent the game from rendering anything beyond them. When placed on the ground, they block things like plant roots, building supports, and underground terrain from being rendered, which helps improve performance. To be honest, I don’t fully understand all the technical details myself.

However, I followed the mod author’s manual, and after several rounds of testing, I was able to confirm that it works reliably.

 

Since Silent Wood is located on a hill, I placed the planeMarkers so they’re exposed in the air like fortress walls surrounding the area.

Because of that, you might notice some slight flickering when you’re near the village, but the frame rate is definitely much more stable. More importantly, it eliminates the severe frame drops and fluctuations around the area.

I also placed several planeMarkers beneath the ground inside the village, so performance there is noticeably more stable as well.

 

It’s not a magical, dramatic boost, but depending on your system, you can expect around a 10–20 FPS improvement.

 

Requirements - https://www.nexusmods.com/skyrimspecialedition/mods/54907?tab=description

 

Main File - Occ_Dogma_SilentWood.7z

 

***Now enjoy a smoother experience in Silent Wood village!***

 

ps) Also, I’m reuploading my version of the SkyFix_Riverwood Redeveloped SE mod, since one of the planeMarkers I previously placed was exposed above ground and caused a building flickering bug.

 

Unfortunately, I wasn’t able to make LE version since I don’t know how to work with it.

 

***Update: This is the final version of Silent Wood, v6. Optimization isn’t easy.

 

***Update: Occ Skyrim Dogma_Silent Wood_Extreme ways.7z → I used a somewhat extreme optimization method. I placed invisible barriers around Torvi’s house that don’t affect NPC pathing, in order to limit rendering. It’s similar to how other games use narrow wall gaps to control rendering.

This mod is worth trying if you’re running very high-resolution texture replacers and using high-quality settings in Community Shaders, and need a workaround to maintain performance.

***v3 Update Further improved FPS performance. This is also the final version.

 

SkyFix_Riverwood Redeveloped SE.7z 180.2 kB · 3 downloads

 

 

 

 

 

Occ_Dogma_SilentWood_v6.7z 36.31 kB · 0 downloads Occ Skyrim Dogma_Silent Wood_Extreme ways_v3.7z 36.45 kB · 0 downloads

I fixed an issue where NPCs could get stuck on a small step near the Silent Wood fishing area and fail to move properly. The fix has been included in my optimization mod.

image.jpeg.6187bdea322328f932b78e9544e0b256.jpeg

 

Posted
On 5/5/2026 at 8:19 PM, friendlygaint said:

I'm going to guess the silentwood villiage is completely bugged or something, i barely managed to get the friends to carry on their sentence (after manually forwarding the queststage) but then knocking on the gate locks me into place and regardless of what i do or however many stages i advance it'll keep teleporting me out

 

I do have a heavy modlist but everything till the point worked "fine" aside from a little prodding once or twice

 

Is there any patch i'm missing on this, despite the shortcomings i'm enjoying the mod just a shame to miss out

 

Edit: turns out i can just start a new game then skip to it, there's no pauses or anything because of it only slight snags on terrain which can be sorted by moveto

If you have mods that change roads or add stuff to the river (like Northern Roads or Lux Via) it can bug the whole scene. You could use them if you delete the world references for the area.

Posted
11 hours ago, Highborn said:

If you have mods that change roads or add stuff to the river (like Northern Roads or Lux Via) it can bug the whole scene. You could use them if you delete the world references for the area.

It does affect them in that they get stuck on something but playing from the start to the village it is just impossible to carry on because they stop talking but if i restart and then use the skip feature the scene runs "flawlessly", just weird i say.

Posted
On 5/4/2026 at 5:41 AM, caddo9tales said:

in the eldergleam sanctuary i am trying to get to the nirnroot cave but cant figure out which waterfall it is under? 

 

On 4/30/2026 at 2:28 AM, Black Sword98 said:

I'm having a weird issue where I cannot for the life of me find the cave entrance in the waterfall to get the lunar nirnroot. I've played through the mod before and don't remember this being difficult at all. I've combed every inch of the water, reloaded multiple times, tried all the branches with the druid but the entrance just doesn't seem to appear. I've no clipped to look, everything. Nothing works. And yes I'm interacting with the druid before looking. Also yes I've pulled up the local map and stood exactly where it is, but it's just not there to enter. I'm assuming its bugged. does anyone have the cell id to teleport into? or the lunar nirnroot id to spawn it into my inventory? Appreciate any help. Thanks.

 

Try the console command :

movetoqt bd_mq

 

Did you try to convince the druid through the 3 riddles? I've had this issue as well, and I've read that it's bugged and the waterfall doesn't trigger.

Posted

Question for the group. If I were to force complete the thief quest right after meeting the thief at the Riften Inn (i.e., setstage XXX) would I be able to access all radiant quests related to this mod? For instance can I enter Silentwood to work in the noise room or go hunting? Would I also be able to go into the Solitude bandit underground fight pit? I played this great mod a few times now and would like to get to the part where I can start the pregnancy quest, choose a father, and come back to Dragon Bridge, after the time lapse, where we see the aftermath of decisions made. Is this even possible if I was not directly involved in some of these decisions, due to skipping them all? 

 

If not, is there a listing of quest IDs so I can set them manually? I ask because I can't stop adding mods which disrupts my game flow and I have to restart from the beginning to reset my brain from a role-play standpoint (It's a me problem, I know). Thank you for clarifying. 

Posted
3 hours ago, Dinger_ said:

Question for the group. If I were to force complete the thief quest right after meeting the thief at the Riften Inn (i.e., setstage XXX) would I be able to access all radiant quests related to this mod? For instance can I enter Silentwood to work in the noise room or go hunting? Would I also be able to go into the Solitude bandit underground fight pit? I played this great mod a few times now and would like to get to the part where I can start the pregnancy quest, choose a father, and come back to Dragon Bridge, after the time lapse, where we see the aftermath of decisions made. Is this even possible if I was not directly involved in some of these decisions, due to skipping them all? 

 

If not, is there a listing of quest IDs so I can set them manually? I ask because I can't stop adding mods which disrupts my game flow and I have to restart from the beginning to reset my brain from a role-play standpoint (It's a me problem, I know). Thank you for clarifying. 


Why not use the Skip function to do this?  Using the console isn't going to achieve much.

Posted
14 hours ago, brewmasterhal said:


Why not use the Skip function to do this?  Using the console isn't going to achieve much.

 

Unfortunately the MCM shows "the skip function is not available." This is probably due to me deleting old saves and starting the game new. However, based on other previous responses, skipping large portions may ruin the gameplay mechanics anyway and is therefore not recommended. In any case, thank you for brainstorming with me. 

Posted
4 hours ago, Dinger_ said:

Unfortunately the MCM shows "the skip function is not available." This is probably due to me deleting old saves and starting the game new. However, based on other previous responses, skipping large portions may ruin the gameplay mechanics anyway and is therefore not recommended. In any case, thank you for brainstorming with me. 


You're misinterpreting things pretty severely here.

The Skip function becomes unavailable once you meet the Thief in Riften.  If you skip before then it works fine.

The mod breaks when you try to use the console to skip things, not when you use the built-in Skip option.

Posted
1 hour ago, brewmasterhal said:


You're misinterpreting things pretty severely here.

The Skip function becomes unavailable once you meet the Thief in Riften.  If you skip before then it works fine.

The mod breaks when you try to use the console to skip things, not when you use the built-in Skip option.

 

How interesting. So in the main mod description where it states "If you have already completed part of the quest (or are updating to a new version) you can use the "Skip" feature in the MCM menu of Thief to jump ahead to where you last left off." So if I actually used skip before going into the Bee and Barb, to meet the thief, the mod's story line will skip to the last checkpoint of any prior activity for this mod? IF true does this mod store prior saves independent from the game save? 

 

Sorry if I am way off base. I am just trying to understand to plan accordingly for the next update.  

Posted

I had this bug on earlier versions, but I'm surprised its still in the newer versions for me aswell. The Forstaag branch completely seems to be cut off for me after the welcoming day in Silent wood. Theres no option to wave at Forstaag from atop the tower at all. Is there some step that was added that im missing? Is having him bang the heroine behind the tower on welcoming day the only requirement still?

Posted
4 hours ago, Forest_Chankla said:

I had this bug on earlier versions, but I'm surprised its still in the newer versions for me aswell. The Forstaag branch completely seems to be cut off for me after the welcoming day in Silent wood. Theres no option to wave at Forstaag from atop the tower at all. Is there some step that was added that im missing? Is having him bang the heroine behind the tower on welcoming day the only requirement still?

Not sure which one but in one dialogue with him he suggests further meetings.

 

1.When you are given the quest for arrows from Atter go back to Forstag and ask him for them

 

2. When already on second day in Silentwood and learn about hunting go to Forstag and ask him for help with hunting.

 

In one of those dialogues you can agree for meetings under tower in exchange for help. I'm pretty sure it's the second one.

Posted
13 hours ago, Dinger_ said:

How interesting. So in the main mod description where it states "If you have already completed part of the quest (or are updating to a new version) you can use the "Skip" feature in the MCM menu of Thief to jump ahead to where you last left off." So if I actually used skip before going into the Bee and Barb, to meet the thief, the mod's story line will skip to the last checkpoint of any prior activity for this mod? IF true does this mod store prior saves independent from the game save? 

 

Sorry if I am way off base. I am just trying to understand to plan accordingly for the next update.  


Why not just try it?  It will be much easier to understand how it works and what it does.
 

9 hours ago, Forest_Chankla said:

I had this bug on earlier versions, but I'm surprised its still in the newer versions for me aswell. The Forstaag branch completely seems to be cut off for me after the welcoming day in Silent wood. Theres no option to wave at Forstaag from atop the tower at all. Is there some step that was added that im missing? Is having him bang the heroine behind the tower on welcoming day the only requirement still?

 

The conditions for unlocking that branch are quite esoteric.  You have to complete the day zero scene in a specific way if I recall correctly.

Posted

Hi! Is there a patch for racemenu hh? If the shoes with heels don't match, the animations don't match.

Posted
56 minutes ago, hev007 said:

Hi! Is there a patch for racemenu hh? If the shoes with heels don't match, the animations don't match.


There's a checkbox in the MCM to take shoes off during scenes.  It unequips shoes.

Your alternative is to go into NifSkope and remove the offset from the heels.

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